QUAKE DEATHMATCH Level 5 - The Cistern Modified for use with Cameron Newham's ELIMINATOR Bot Waypoint programming 5 - 9 February 1997 e.v. by Reverend Ace Theta (acetheta@concentric.net) FINAL BUILD - v1.2 Name of file: DM5.MAP (formerly THETADM5) INTRODUCTION This is a DM5.MAP file for use with Cameron Newham's impressive Eliminator Deathmatch Bot(s). It does, of course, require QBSP.EXE (go find it . . . nobody gave ME one) as well as a copy of DM5.BSP from QUAKE\ID1\PAK1.PAK. It is assumed that the end user of this file already knows how to make a Quake map Eliminator-ready; if not, get the Eliminator patch and read Mr. Newham's instructions. It's NOT MY JOB to baby-walk you through every step of the procedure. These bots know all the main paths in this map, and will deviate from those paths as it suits them. Most of the time this involves the bots detecting a waypoint to a weapon they'd like to have (I made full use of the "items" attribute in Mr. Newham's bot engine, so you'll usually find most of the killing taking place in the vicinity of the rocket launcher, the lightning gun, and the area with the gold armor and the super nailgun.) They will also leap into the teleports when it suits them. Other than running for priority items, the bots are (adequately) unpredictable. ALTERATIONS I always liked the super shotgun when deathmatching in Doom II, so I added it to this map. There are two, essentially in the same corridor but on different levels. No waypoints direct the bots to these shotguns, but they'll pick them up anyway if they want one. MAKING AN "EVEN PLAYING FIELD" Due to a limitation in Newham's bot engine, I was unable to make the bots swim up to the ledge where the lightning gun, cells, and Pentacle would normally be on this level (Mr. Newham may say what he likes, but I followed his instructions PRECISELY, and STILL the bots insist on walking the floor rather than swimming.) For this reason, I have MOVED the gun, ammo, and powerup to the floor of the underwater room, easily accessible by human and bot alike. This also means that if you need a place to hide out and take a breather, the (now empty) ledge in that room is perfect (as long as an invulnerable and lightning gun-toting Eliminator isn't waiting for you under the water when you're ready to rejoin the fray!) It seemed the only way to make the game fair (for the bots) . . . HOWEVER, In addition to their inability to swim, the bots ALSO seem able to breathe water (I haven't seen one drown yet) and to be IMMUNE to the effects of firing a lightning gun underwater (self-electrocution.) This is inherently unfair (for the player!) and I see no workaround for it. Unfortunately, Mr. Newham has, as far as I can tell, abandoned the Cbot project and moved on to other things (for more complete information, visit his page at http://www.iinet.com.au/~cam/quakec.html if you haven't already.) Just take some comfort from the fact that if YOU fire the lightning gun underwater, you'll waste the bots as well as yourself. There's always that Pentacle to even things up. Enjoy! PERMISSIONS: Do what you like with this file - share it, or improve upon my work on it. Just don't charge anybody any money if you share it! This file is freeware. (The above permissions also apply to my TH_E2M7.MAP.) Reverend Ace Theta - 9 Feb 1997 e.v.